Using the PSK in one's game?
by Larry Griffin · in TGB Platformer Kit · 07/25/2008 (11:23 am) · 12 replies
I'm having fun with the PSK, it works great and I do feel I am learning much from it. However, I'm having a bit of trouble wrapping my mind around everything I'd have to alter in the included scripts and behaviors to make a platformer of my own. I know I'd have to change the dragon and drill templates and such, but say I don't have any ropes in my game, just ladders. If I wanted to go about things correctly, I'd have to change every instance of the word "rope" to "ladder", mainly for my own OCD purposes. So I basically want to know if there would be any documentation on the subject included with the kit or elsewhere. I really want to use this kit to save myself a lot of time, but I feel I'd run into plenty of snags if I just changed the artwork.
About the author
#2
07/25/2008 (11:49 am)
I guess that helps a bit, but say my character's Datablock Prefix is Tim, then I know there would be some places to change those names either in the scripts or the behaviors. Maybe I'm being a bit newbish, and I don't want my hand held the entire time, but I just want to know, is that going to be the case?
#4
07/25/2008 (12:02 pm)
That looks like it would be well worth the $40, unfortunately I use OS X, and it looks as it it's yet to be supported. However I would be interested in a similar product for the mac if one existed.
#5
07/25/2008 (12:19 pm)
Notepad++ is good free, general purpose text editor that has find-in-files, but its just win32 apparently. TextMate is an OS X app similar to that, but like many things that you can find for free on win32, its not...
#6
07/25/2008 (1:17 pm)
Well, TextEdit is an app that comes with all macs. It has no problem thus far with cs files. It also has a find function. What I was really looking for was an TorqueScript IDE that uses an autocomplete and tries to guess what I want to type.
#7
07/25/2008 (1:31 pm)
I remember something about getting torquescript syntax highlighting in some OS X application. I can't remember the name but it was mentioned somewhere recently on the forums.
#9
07/25/2008 (5:02 pm)
Thanks Patrick, I'll check it out after work.
#10
07/26/2008 (8:33 pm)
Smultron is my default text editor. If you use the project management, you get multi-document search & replace.
#11
08/04/2008 (4:58 pm)
Both smultron and textmate can have syntax highlighting for torquescript. Don't know about auto-completion though..
#12
08/10/2008 (8:03 am)
Smultron gets my vote, it's an excellent editor and it's freeware (although I believe anyone using it should give a donation, I'd like to see the author continue to work on it)
Torque Owner RollerJesus
Dream. Build. Repeat.
For instance, say you wanted to change the player artwork, you could overwrite all the dragon animations with your own and use the dragonTemplate (Not recommended)
...or you could create a set of animations for your character using the naming convention that conforms to the animation manager ("Actor Animation Behavior") as described here. (Recommended)
Then use the "Actor Behavior" and the "Player Controller" behaviors as is.
For the ladders instead of ropes, I'd recommend creating a tileable image, putting it into a tilemap and using a trigger over the top of it with the "Ladder Behavior"... as for your OCD, that's your own issue. :)
Patrick